About 1 year ago I started to observe data structure in Grim Fandango.The initial thought was to completely rebuild the game form scratch.Actually, forgetting manpower, it was not technically impossible; main issues were:

Models and anims - coded in a really painful way (*.COS and *.KEY files are the main actors of this messed up conglomerate)

So, I wrote a tool capable to make a decent order of this crap.Features:

Export in .dae COLLADA format

T-pose and/or embedded animation decryption

Materials mimicking .3do data

UV Mapping converted to current standards

Skeleton creation following current standards

Hieracy folder group creation containing all dependents

It is necessary to know correlation between .3do and .key files.All textures must be already decoded in .png format and with the original name (it is possible to produce this output by batch operations but I forgot the procedure...)All requested files must be in the same folder.

I share with the community only the binary file, unfortunately it is the only file I still have on my laptop